/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections; using System.IO; using System.IO.Compression; using System.Reflection; using OpenMetaverse; using log4net; namespace OpenSim.Framework { // The terrain is stored in the database as a blob with a 'revision' field. // Some implementations of terrain storage would fill the revision field with // the time the terrain was stored. When real revisions were added and this // feature removed, that left some old entries with the time in the revision // field. // Thus, if revision is greater than 'RevisionHigh' then terrain db entry is // left over and it is presumed to be 'Legacy256'. // Numbers are arbitrary and are chosen to to reduce possible mis-interpretation. // If a revision does not match any of these, it is assumed to be Legacy256. public enum DBTerrainRevision { // Terrain is 'double[256,256]' Legacy256 = 11, // Terrain is 'int32, int32, float[,]' where the ints are X and Y dimensions // The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256. Variable2D = 22, Variable2DGzip = 23, // Terrain is 'int32, int32, int32, int16[]' where the ints are X and Y dimensions // and third int is the 'compression factor'. The heights are compressed as // "ushort compressedHeight = (ushort)(height * compressionFactor);" // The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256. Compressed2D = 27, // A revision that is not listed above or any revision greater than this value is 'Legacy256'. RevisionHigh = 1234 } public class TerrainData { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static string LogHeader = "[TERRAIN DATA]"; private float[,] m_heightmap; // Remember subregions of the heightmap that has changed. private BitArray m_taint; private int m_taintSizeX; private int m_taintSizeY; // legacy CompressionFactor public float CompressionFactor { get; private set; } public int SizeX { get; protected set; } public int SizeY { get; protected set; } public int SizeZ { get; protected set; } // A height used when the user doesn't specify anything public const float DefaultTerrainHeight = 21f; // Given a revision code and a blob from the database, create and return the right type of TerrainData. // The sizes passed are the expected size of the region. The database info will be used to // initialize the heightmap of that sized region with as much data is in the blob. // Return created TerrainData or 'null' if unsuccessful. public static TerrainData CreateFromDatabaseBlobFactory(int pSizeX, int pSizeY, int pSizeZ, int pFormatCode, byte[] pBlob) { // For the moment, there is only one implementation class return new TerrainData(pSizeX, pSizeY, pSizeZ, pFormatCode, pBlob); } public float this[int x, int y] { get { return m_heightmap[x, y]; } set { if (m_heightmap[x, y] != value) { m_heightmap[x, y] = value; int yy = y / Constants.TerrainPatchSize; m_taint[x / Constants.TerrainPatchSize + yy * m_taintSizeX] = true; } } } public float this[int x, int y, int z] { get { return this[x, y]; } set { this[x, y] = value; } } public void ClearTaint() { m_taint.SetAll(false); } public void TaintAllTerrain() { m_taint.SetAll(true); } private void SetAllTaint(bool setting) { m_taint.SetAll(setting); } public void ClearLand() { ClearLand(DefaultTerrainHeight); } public void ClearLand(float pHeight) { for (int xx = 0; xx < SizeX; xx++) for (int yy = 0; yy < SizeY; yy++) m_heightmap[xx, yy] = pHeight; } // Return 'true' of the patch that contains these region coordinates has been modified. // Note that checking the taint clears it. // There is existing code that relies on this feature. [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool IsTaintedAt(int xx, int yy, bool clearOnTest) { yy /= Constants.TerrainPatchSize; int indx = xx / Constants.TerrainPatchSize + yy * m_taintSizeX; bool ret = m_taint[indx]; if (ret && clearOnTest) m_taint[indx] = false; return ret; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool IsTaintedAt(int xx, int yy) { yy /= Constants.TerrainPatchSize; return m_taint[xx / Constants.TerrainPatchSize + yy * m_taintSizeX]; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool IsTaintedAtPatch(int xx, int yy, bool clearOnTest) { int indx = xx + yy * m_taintSizeX; bool ret = m_taint[indx]; if (ret && clearOnTest) m_taint[indx] = false; return ret; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool IsTaintedAtPatch(int xx, int yy) { return m_taint[xx + yy * m_taintSizeX]; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool IsTaintedAtPatch(int indx, bool clearOnTest) { bool ret = m_taint[indx]; if (ret && clearOnTest) m_taint[indx] = false; return ret; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool IsTaintedAtPatchWithClear(int indx) { if(m_taint[indx]) { m_taint[indx] = false; return true; } return false; } [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] public bool IsTaintedAtPatch(int indx) { return m_taint[indx]; } // TerrainData.GetDatabaseBlob // The user wants something to store in the database. public bool GetDatabaseBlob(out int DBRevisionCode, out Array blob) { DBRevisionCode = (int)DBTerrainRevision.Variable2DGzip; blob = ToCompressedTerrainSerializationV2DGzip(); return true; } // TerrainData.GetCompressedMap public float[] GetCompressedMap() { float[] newMap = new float[SizeX * SizeY]; int ind = 0; for (int xx = 0; xx < SizeX; xx++) for (int yy = 0; yy < SizeY; yy++) newMap[ind++] = m_heightmap[xx, yy]; return newMap; } public TerrainData Clone() { TerrainData ret = new TerrainData(SizeX, SizeY, SizeZ); ret.m_heightmap = (float[,])this.m_heightmap.Clone(); return ret; } public float[] GetFloatsSerialized() { int points = SizeX * SizeY; float[] heights = new float[points]; int idx = 0; for (int jj = 0; jj < SizeY; jj++) for (int ii = 0; ii < SizeX; ii++) { heights[idx++] = m_heightmap[ii, jj]; } return heights; } public double[,] GetDoubles() { double[,] ret = new double[SizeX, SizeY]; for (int xx = 0; xx < SizeX; xx++) for (int yy = 0; yy < SizeY; yy++) ret[xx, yy] = (double)m_heightmap[xx, yy]; return ret; } public unsafe void GetPatchMinMax(int px, int py, out float zmin, out float zmax) { zmax = float.MinValue; zmin = float.MaxValue; int stride = m_heightmap.GetLength(1); int startx = px * 16 * stride; int endx = (px + 1) * 16 * stride; int starty = py * 16; fixed (float* map = m_heightmap) { for (int i = startx; i < endx; i += stride) { float* p = &map[i]; for (int j = starty; j < starty + 16; j++) { float val = p[j]; if (val > zmax) zmax = val; if (val < zmin) zmin = val; } } } } public unsafe void GetPatchBlock(float* block, int px, int py, float sub, float premult) { int k = 0; int stride = m_heightmap.GetLength(1); int startX = px * 16 * stride; int endX = (px + 1) * 16 * stride; int startY = py * 16; fixed(float* map = m_heightmap) { for (int y = startY; y < startY + 16; y++) { for (int x = startX; x < endX; x += stride) { block[k++] = (map[x + y] - sub) * premult; } } } } /* // that is coded as the float height times the compression factor (usually '100' // to make for two decimal points). public short ToCompressedHeightshort(float pHeight) { // clamp into valid range pHeight *= CompressionFactor; if (pHeight < short.MinValue) return short.MinValue; else if (pHeight > short.MaxValue) return short.MaxValue; return (short)pHeight; } public ushort ToCompressedHeightushort(float pHeight) { // clamp into valid range pHeight *= CompressionFactor; if (pHeight < ushort.MinValue) return ushort.MinValue; else if (pHeight > ushort.MaxValue) return ushort.MaxValue; return (ushort)pHeight; } */ public float FromCompressedHeight(short pHeight) { return ((float)pHeight) / CompressionFactor; } public float FromCompressedHeight(ushort pHeight) { return ((float)pHeight) / CompressionFactor; } // To keep with the legacy theme, create an instance of this class based on the // way terrain used to be passed around. public TerrainData(double[,] pTerrain) { SizeX = pTerrain.GetLength(0); SizeY = pTerrain.GetLength(1); m_taintSizeX = SizeX / Constants.TerrainPatchSize; m_taintSizeY = SizeY / Constants.TerrainPatchSize; SizeZ = (int)Constants.RegionHeight; CompressionFactor = 100.0f; m_heightmap = new float[SizeX, SizeY]; for (int ii = 0; ii < SizeX; ii++) { for (int jj = 0; jj < SizeY; jj++) { m_heightmap[ii, jj] = (float)pTerrain[ii, jj]; } } // m_log.DebugFormat("{0} new by doubles. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ); m_taint = new BitArray(m_taintSizeX * m_taintSizeY, false); } // Create underlying structures but don't initialize the heightmap assuming the caller will immediately do that public TerrainData(int pX, int pY, int pZ) { SizeX = pX; SizeY = pY; SizeZ = pZ; m_taintSizeX = SizeX / Constants.TerrainPatchSize; m_taintSizeY = SizeY / Constants.TerrainPatchSize; CompressionFactor = 100.0f; m_heightmap = new float[SizeX, SizeY]; m_taint = new BitArray(m_taintSizeX * m_taintSizeY, false); // m_log.DebugFormat("{0} new by dimensions. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ); ClearLand(0f); } public TerrainData(float[] cmap, float pCompressionFactor, int pX, int pY, int pZ) : this(pX, pY, pZ) { CompressionFactor = pCompressionFactor; int ind = 0; for (int xx = 0; xx < SizeX; xx++) for (int yy = 0; yy < SizeY; yy++) m_heightmap[xx, yy] = cmap[ind++]; // m_log.DebugFormat("{0} new by compressed map. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ); } // Create a heighmap from a database blob public TerrainData(int pSizeX, int pSizeY, int pSizeZ, int pFormatCode, byte[] pBlob) : this(pSizeX, pSizeY, pSizeZ) { switch ((DBTerrainRevision)pFormatCode) { case DBTerrainRevision.Variable2DGzip: FromCompressedTerrainSerializationV2DGZip(pBlob); m_log.DebugFormat("{0} HeightmapTerrainData create from Variable2DGzip serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY); break; case DBTerrainRevision.Variable2D: FromCompressedTerrainSerializationV2D(pBlob); m_log.DebugFormat("{0} HeightmapTerrainData create from Variable2D serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY); break; case DBTerrainRevision.Compressed2D: FromCompressedTerrainSerialization2D(pBlob); m_log.DebugFormat("{0} HeightmapTerrainData create from Compressed2D serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY); break; default: FromLegacyTerrainSerialization(pBlob); m_log.DebugFormat("{0} HeightmapTerrainData create from legacy serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY); break; } } // Just create an array of doubles. Presumes the caller implicitly knows the size. public Array ToLegacyTerrainSerialization() { Array ret = null; using (MemoryStream str = new MemoryStream((int)Constants.RegionSize * (int)Constants.RegionSize * sizeof(double))) { using (BinaryWriter bw = new BinaryWriter(str)) { for (int xx = 0; xx < Constants.RegionSize; xx++) { for (int yy = 0; yy < Constants.RegionSize; yy++) { double height = this[xx, yy]; if (height == 0.0) height = double.Epsilon; bw.Write(height); } } } ret = str.ToArray(); } return ret; } // Presumes the caller implicitly knows the size. public void FromLegacyTerrainSerialization(byte[] pBlob) { // In case database info doesn't match real terrain size, initialize the whole terrain. ClearLand(); try { using (MemoryStream mstr = new MemoryStream(pBlob)) { using (BinaryReader br = new BinaryReader(mstr)) { for (int xx = 0; xx < (int)Constants.RegionSize; xx++) { for (int yy = 0; yy < (int)Constants.RegionSize; yy++) { float val = (float)br.ReadDouble(); if (xx < SizeX && yy < SizeY) m_heightmap[xx, yy] = val; } } } } } catch { ClearLand(); } ClearTaint(); } // stores as variable2D // int32 sizeX // int32 sizeY // float[,] array public Array ToCompressedTerrainSerializationV2D() { Array ret = null; try { using (MemoryStream str = new MemoryStream((2 * sizeof(Int32)) + (SizeX * SizeY * sizeof(float)))) { using (BinaryWriter bw = new BinaryWriter(str)) { bw.Write((Int32)SizeX); bw.Write((Int32)SizeY); for (int yy = 0; yy < SizeY; yy++) for (int xx = 0; xx < SizeX; xx++) { // reduce to 1cm resolution float val = (float)Math.Round(m_heightmap[xx, yy],2,MidpointRounding.ToEven); bw.Write(val); } } ret = str.ToArray(); } } catch {} m_log.DebugFormat("{0} V2D {1} bytes", LogHeader, ret.Length); return ret; } // as above with Gzip compression public Array ToCompressedTerrainSerializationV2DGzip() { Array ret = null; try { using (MemoryStream inp = new MemoryStream((2 * sizeof(Int32)) + (SizeX * SizeY * sizeof(float)))) { using (BinaryWriter bw = new BinaryWriter(inp)) { bw.Write((Int32)SizeX); bw.Write((Int32)SizeY); for (int yy = 0; yy < SizeY; yy++) for (int xx = 0; xx < SizeX; xx++) { //bw.Write((float)m_heightmap[xx, yy]); bw.Write((float)Math.Round(m_heightmap[xx, yy], 3, MidpointRounding.AwayFromZero)); } bw.Flush(); inp.Seek(0, SeekOrigin.Begin); using (MemoryStream outputStream = new MemoryStream()) { using (GZipStream compressionStream = new GZipStream(outputStream, CompressionMode.Compress)) { inp.CopyStream(compressionStream, int.MaxValue); compressionStream.Close(); ret = outputStream.ToArray(); } } } } } catch {} m_log.DebugFormat("{0} V2DGzip {1} bytes", LogHeader, ret.Length); return ret; } // Initialize heightmap from blob consisting of: // int32, int32, int32, int32, int16[] // where the first int32 is format code, next two int32s are the X and y of heightmap data and // the forth int is the compression factor for the following int16s // This is just sets heightmap info. The actual size of the region was set on this instance's // creation and any heights not initialized by theis blob are set to the default height. public void FromCompressedTerrainSerialization2D(byte[] pBlob) { Int32 hmFormatCode, hmSizeX, hmSizeY, hmCompressionFactor; using (MemoryStream mstr = new MemoryStream(pBlob)) { using (BinaryReader br = new BinaryReader(mstr)) { hmFormatCode = br.ReadInt32(); hmSizeX = br.ReadInt32(); hmSizeY = br.ReadInt32(); hmCompressionFactor = br.ReadInt32(); CompressionFactor = hmCompressionFactor; // In case database info doesn't match real terrain size, initialize the whole terrain. ClearLand(); for (int yy = 0; yy < hmSizeY; yy++) { for (int xx = 0; xx < hmSizeX; xx++) { float val = FromCompressedHeight(br.ReadInt16()); if (xx < SizeX && yy < SizeY) m_heightmap[xx, yy] = val; } } } ClearTaint(); m_log.DebugFormat("{0} Read (compressed2D) heightmap. Heightmap size=<{1},{2}>. Region size=<{3},{4}>. CompFact={5}", LogHeader, hmSizeX, hmSizeY, SizeX, SizeY, hmCompressionFactor); } } // Initialize heightmap from blob consisting of: // int32, int32, int32, float[] // where the first int32 is format code, next two int32s are the X and y of heightmap data // This is just sets heightmap info. The actual size of the region was set on this instance's // creation and any heights not initialized by theis blob are set to the default height. public void FromCompressedTerrainSerializationV2D(byte[] pBlob) { Int32 hmSizeX, hmSizeY; try { using (MemoryStream mstr = new MemoryStream(pBlob)) { using (BinaryReader br = new BinaryReader(mstr)) { hmSizeX = br.ReadInt32(); hmSizeY = br.ReadInt32(); // In case database info doesn't match real terrain size, initialize the whole terrain. ClearLand(); for (int yy = 0; yy < hmSizeY; yy++) { for (int xx = 0; xx < hmSizeX; xx++) { float val = br.ReadSingle(); if (xx < SizeX && yy < SizeY) m_heightmap[xx, yy] = val; } } } } } catch (Exception e) { ClearTaint(); m_log.ErrorFormat("{0} 2D error: {1} - terrain may be damaged", LogHeader, e.Message); return; } ClearTaint(); m_log.DebugFormat("{0} V2D Heightmap size=<{1},{2}>. Region size=<{3},{4}>", LogHeader, hmSizeX, hmSizeY, SizeX, SizeY); } // as above but Gzip compressed public void FromCompressedTerrainSerializationV2DGZip(byte[] pBlob) { m_log.InfoFormat("{0} VD2Gzip {1} bytes input", LogHeader, pBlob.Length); Int32 hmSizeX, hmSizeY; try { using (MemoryStream outputStream = new MemoryStream()) { using (MemoryStream inputStream = new MemoryStream(pBlob)) { using (GZipStream decompressionStream = new GZipStream(inputStream, CompressionMode.Decompress)) { decompressionStream.Flush(); decompressionStream.CopyTo(outputStream); } } outputStream.Seek(0, SeekOrigin.Begin); using (BinaryReader br = new BinaryReader(outputStream)) { hmSizeX = br.ReadInt32(); hmSizeY = br.ReadInt32(); // In case database info doesn't match real terrain size, initialize the whole terrain. ClearLand(); for (int yy = 0; yy < hmSizeY; yy++) { for (int xx = 0; xx < hmSizeX; xx++) { float val = br.ReadSingle(); if (xx < SizeX && yy < SizeY) m_heightmap[xx, yy] = val; } } } } } catch( Exception e) { ClearTaint(); m_log.ErrorFormat("{0} V2DGzip error: {1} - terrain may be damaged", LogHeader, e.Message); return; } ClearTaint(); m_log.DebugFormat("{0} V2DGzip. Heightmap size=<{1},{2}>. Region size=<{3},{4}>", LogHeader, hmSizeX, hmSizeY, SizeX, SizeY); } } }